A few years ago, I was the master of my own space empire... well okay, that's a bit overblown, let's say I just owned a few long distance haulers and 4 or 5 stations. That was in X3 by the way, probably one of the most fun I had playing a space game thanks to the intricate mix of piloting fighters and capturing the foolish pirates who would try attacking you, hauling freight from a fringe system to a core one for a huge profit, setting up supply lines between your asteroid mining facility to to your factories, and commanding your own fleets. I'm very much looking forward to the same kind of experience in LT, especially with a limitless, procedurally-generated universe, and hopefully a less segmented representation of space. The jump gates in X3 were a necessary evil, but not the most exciting representation of space travel -- although you may argue that traveling through a vacuum made mostly of "nothing" (or dark energy, or something else our more brilliant minds haven't yet discovered
) is not exactly exciting to begin with.
I was really, really disappointed when I realized we would probably not reach the carriers stretch goal. While seamless planetary landing is great for immersion (KSP does it nicely, and I bought Evochron almost only for that reason -- even though the impact on gameplay was questionable at best), having carriers in an RTSish space game is to me quite a fundamental part of gameplay. And for giving us just that, Josh, you have my gratitude
Anyway, I believe congratulations for a successful kickstarter are now in order, and Josh, I wish you a nice festive season... I'm sure once that's passed, many people (including myself) will be keeping a keen eye on development progress